Armies do not endure on offense alone. Someone must hold the line, reinforce failing defenses, and drag the wounded back from the brink. **Arcane Smiths** are Mechanomants who walk that line. Blending battlefield discipline with arcane engineering, Arcane Smiths serve as protectors, field medics, and sustainment specialists. Their craft is not about destruction, but **continuity**—keeping warriors alive, fortifications standing, and momentum unbroken. To accomplish this, every Arcane Smith forges a **Steel Companion**, a construct guardian designed to intercept blows, stabilize allies, and strike with disciplined force. Veterans tell stories of dying on frozen ground or blood‑soaked stone, only to wake beneath the shadow of a steel guardian and the steady hands of an Arcane Smith. In Solare, Arcane Smiths emerged during prolonged conflicts and magical disasters—when spellcasters burned out faster than armies fell. Their doctrines emphasize **repair over replacement** and **control over excess**. --- ## Arcane Smith Features ### 3rd Level — Smith’s Discipline You gain proficiency with **smith’s tools**. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. --- ### 3rd Level — Arcane Smith Spellframes You always have certain spells prepared once you reach the levels listed below. These spells count as Mechanomant spells for you and do not count against the number of spells you prepare. |Mechanomant Level|Spells| |---|---| |3rd|_heroism, shield_| |5th|_branding smite, warding bond_| |9th|_aura of vitality, conjure barrage_| |13th|_aura of purity, fire shield_| |17th|_banishing smite, mass cure wounds_| --- ### 3rd Level — Battle‑Ready Systems Your combat conditioning and integrated spellframes grant you the following benefits: - You gain proficiency with **martial weapons**. - When you attack with a **magic weapon**, you may use your **Intelligence modifier** instead of Strength or Dexterity for attack and damage rolls. --- ### 3rd Level — Steel Companion Your engineering produces a loyal construct guardian called a **Steel Companion**. It is friendly to you and your allies and obeys your commands. You determine its appearance and whether it moves on two or four limbs. This choice does not affect its statistics. #### Combat Control - The Steel Companion shares your initiative and acts immediately after your turn. - It can move and use reactions freely. - On its turn, it takes the **Dodge** action unless you use a **bonus action** to command it to take another action. - If you are incapacitated, the companion may act freely. If the _mending_ spell is cast on it, the companion regains **2d6 hit points**. If the companion has died within the last hour, you may revive it as an action using smith’s tools while expending a spell slot of 1st level or higher. The companion returns after 1 minute with full hit points. At the end of a long rest, you may construct a new Steel Companion if you have smith’s tools. If an existing companion remains, it immediately deactivates. The companion also deactivates if you die. --- ### Steel Companion Stat Block **Medium construct** **Armor Class** 15 (natural armor) **Hit Points** 2 + your Intelligence modifier + five times your Mechanomant level _(Hit Dice: d8 per Mechanomant level)_ **Speed** 40 ft. |STR|DEX|CON|INT|WIS|CHA| |:-:|:-:|:-:|:-:|:-:|:-:| |14 (+2)|12 (+1)|14 (+2)|4 (−3)|10 (+0)|6 (−2)| **Saving Throws** Dex +PB, Con +PB **Skills** Athletics +PB, Perception +PB×2 **Damage Immunities** poison **Condition Immunities** charmed, exhaustion, poisoned **Senses** darkvision 60 ft., passive Perception 10 + (PB×2) **Languages** understands the languages you speak **Challenge** — (PB equals your proficiency bonus) --- ### Traits **Vigilant.** The Steel Companion cannot be surprised. --- ### Actions **Force‑Empowered Rend.** _Melee Weapon Attack:_ your spell attack modifier to hit, reach 5 ft., one target you can see. _Hit:_ 1d8 + PB force damage. **Repair (3/Day).** The companion restores **2d8 + PB hit points** to itself or to one construct or object within 5 feet of it. --- ### Reaction **Deflect Attack.** The Steel Companion imposes disadvantage on one attack roll it can see made against a creature other than itself within 5 feet. --- ### 5th Level — Coordinated Assault You can attack **twice**, instead of once, whenever you take the Attack action. --- ### 9th Level — Resonant Strike When you hit a target with a magic weapon attack, or when your Steel Companion hits a target, you may channel reinforcing arcane energy to produce one of the following effects: - The target takes an additional **2d6 force damage**, or - One creature or object you can see within 30 feet of the target regains **2d6 hit points**. You may use this feature a number of times equal to your Intelligence modifier (minimum once), and no more than once per turn. All uses recharge on a long rest. --- ### 15th Level — Perfected Bond Your bond with your Steel Companion reaches peak efficiency: - The extra damage and healing from **Resonant Strike** increase to **4d6**. - Your Steel Companion gains a **+2 bonus to Armor Class**. - When the companion uses **Deflect Attack**, the attacker takes **1d4 + your Intelligence modifier** force damage.